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jwpacker

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Everything posted by jwpacker

  1. Re: Useless Hero Facts Sweet build for a Warp Tug concept. As big a fan of the concept of the Jump Drive as I am, I may steal this idea for my next Star Hero game...
  2. Re: Catalyst: A Champions campaign on Hero Central You know, I had armor in my head, and as a zero end power, that just precluded an EC. Given a forcefield, I could totally see that. The flash defense is all in the eyes of fire. Mental defense, well, I guess I was just getting greedy. Maybe the flash defense has a limitation on it that says "only light based flashes" for either a -0 or a -1/4? That text feels like a cut and paste - is that from the 5th Ed rules, and I just missed it in all my previous reads? Because I like it! LOL! If I weren't already playing a priest in another game on HC, that would be tempting. As it is, it might be a little much. I'm down with that. In re-reading, he's a little more Dark Champions than Champions in his current incarnation. I can see that, and given the relative patriotism of the previous team of heroes, I guess I should work towards something that's a little more New Avengers than Wolverine mini-series. Absolutely. I'm totally down with seeing what you come up with. I've attached an updated, more social version of the background story that grounds him a little more, while making him a little less unusual physically...tell me what you think.
  3. Re: Catalyst: A Champions campaign on Hero Central Zac If Engram does make the cut for Silverstone, I'd like for you to consider this character for Thebes. I cooked him up this morning before you posted again, and so we'll have to work out his mystery hunted, I'm sure. Requiem Player: Jason Packer Val Char Cost 20 STR 10 23 DEX 39 20 CON 20 15 BODY 10 13 INT 3 11 EGO 2 20 PRE 10 6 COM -2 5/20 PD 1 4/29 ED 0 5 SPD 17 9 REC 2 40 END 0 40 STUN 5 6" RUN 0 2" SWIM 0 4" LEAP 0 Characteristics Cost: 117 Cost Power 50 Control of Fire and Heat: Multipower, 62-point reserve, (62 Active Points); all slots Conditional Power Power does not work in Uncommon Circumstances (doesn't work under or into water; -1/4) 1u 1) Ignite: Killing Attack - Ranged 1 point, Sticky (Only affects flamable objects; +1/4), Reduced Endurance (0 END; +1/2), Indirect (Any origin, always fired away from attacker; +1/2), Uncontrolled (keeps burning until all fuel or oxygen consumed, or fire is put out or smothered; +1/2), Continuous (+1) (19 Active Points); Conditional Power Power does not work in Uncommon Circumstances (doesn't work under or into water; -1/4) 4u 2) Immolate: Killing Attack - Ranged 2d6, Area Of Effect Accurate (One Hex; +1/2), Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points); No Knockback (-1/4), Conditional Power Power does not work in Uncommon Circumstances (doesn't work under or into water; -1/4) 4u 3) Burst into Flames: Energy Blast 5d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (62 Active Points); No Knockback (-1/4), Conditional Power Power does not work in Uncommon Circumstances (doesn't work under or into water; -1/4) 5u 4) Fiery Blast: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Conditional Power Power does not work in Uncommon Circumstances (doesn't work under or into water; -1/4) 5u 5) Fire Flash: Sight Group Flash 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Conditional Power Power does not work in Uncommon Circumstances (doesn't work under or into water; -1/4) 4u 6) Fireball: Energy Blast 7d6, Reduced Endurance (1/2 END; +1/4), Explosion (+1/2) (61 Active Points); No Knockback (-1/4), Conditional Power Power does not work in Uncommon Circumstances (doesn't work under or into water; -1/4) 2u 7) Smother Flames: Dispel Fire Powers, one at a time 16d6, Variable Special Effects (Limited Group of SFX; Any fire power, one at a time; +1/4) (60 Active Points); No Range (-1/2), Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4), Conditional Power Power does not work in Uncommon Circumstances (doesn't work under or into water; -1/4) 48 Fiery Aura: Armor (15 PD/25 ED) (60 Active Points); Visible (-1/4) 15 Ignite Missiles: Missile Deflection (Bullets & Shrapnel) [Notes: Any physical missile, either bursts into flames or melts] 24 Flash of Fire: Teleportation 15" (30 Active Points); Must Pass Through Intervening Space (-1/4) [Notes: Body turns into pillar of flame which disappears and reappears at target hex.] 5 Eyes of Fire: Infrared Perception (Sight Group) 20 Altered Physiology: (Total: 20 Active Cost, 20 Real Cost) Power Defense (5 points) (Real Cost: 5) plus Sight Group Flash Defense (5 points) (Real Cost: 5) plus +5 Mental Defense (7 points total) (Real Cost: 5) plus Lack Of Weakness (-5) for Resistant Defenses (Real Cost: 5) Powers Cost: 187 Cost Skill 2 AK: The Rookery 11- 6 +2 with any three maneuvers or a tight group of attacks 1 Criminology 8- 3 Deduction 12- 2 KS: Classical Music 11- 2 KS: Jazz Music 11- 2 KS: Criminal Groups 11- 3 Persuasion 13- 7 Power: Fire Powers 13- 4 PS: Piano 13- 5 Shadowing 13- 6 Survival (Urban) 14- 3 Tracking 12- Skills Cost: 46 Total Character Cost: 350 Pts. Disadvantage 20 Distinctive Features: Bald, ash grey skin head to toe, solid white eyes, aura of heat emanating from his skin (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Money: None Destitute 15 Social Limitation: Public Identity (Very Frequently, Minor) [Notes: Utterly abandoned his normal identity. Benjamin Perry was declared dead in the fire along with his parents. He owns no property, and has no permanent home, instead squatting in abandoned brownstones and industrial plants when he needs to rest.] 25 Psychological Limitation: Dedicated to Protection of the Weak (Very Common, Total) [Notes: Dedicated vigilante, primarily in The Rookery, but will expand operations to suit the need.] 15 Psychological Limitation: Overconfident (Very Common, Moderate) [Notes: New enough at this that he's yet to run up against any real competition, leading him to think himself nearly immortal.] 10 Psychological Limitation: Penitent (Uncommon, Strong) [Notes: Sneaks into church at night to confess himself after each intervention] 20 Vulnerability: 2 x STUN Cold/Ice Attacks (Common) 15 Enraged: facing drug-related criminals (Uncommon), go 11-, recover 11- 20 Hunted: Mystery Individual or Group 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Background: Benjamin Perry was a rarity - a third generation Theban whose whole family had grown up in The Rookery. A gifted musician, his parents scrimped and saved to send him to piano lessons. By the time he was sixteen, he was practicing classical piano every day for two hours after school, and sneaking out to a local bar to play with a Jazz trio that lied about his age to their customers. Life was rough in The Rookery, with rampant poverty and crime, but Ben lived what seemed like a charmed life for most of his youth. That was until his family's home was invaded by a group of drug runners and manufacturers. They held Ben and his family against their will, trapped in a single room, while they converted the basement and kitchen into drug labs and the living room into a storefront to move their goods. Ben's absence went noticed, and one of his bandmates came to check on him. He was shot for his trouble. That galvanized Ben and his father, both of whom could see now that they, too, would be killed when it became convenient. They fought back, taking their captors by surprise, but were quickly overwhelmed. Ben was knocked unconcious before his father, and then his mother, lost their lives. The druggies then decided to make an example of Ben. They dragged him into the alley behind the house and doused him in kerosine. The stink of the propellant and the cold against his skin woke Ben, just in time to see one of his tormentors toss a lit cigarette at him. He was quickly consumed in flame. The pain was unbearable, and after a few seconds of screaming, unconsciousness overtook him again. He came to, expecting to open his eyes on Heaven. Instead, he lay in a burned-out circle behind his family home. He was cold, and utterly naked. Checking himself over, he could feel that his hair was gone, burned off, from his chest, his head, even his eyebrows and lashes. He stood, feeling strangely refreshed and unconsciously entered the house by way of the back door. He saw the drug dealers wrapping up the bodies of his mother and father in soiled sheets, both of them dead from gunshot wounds. Fury welled up in him and he no longer felt cold. Flames appeared at his fingertips and shot forth, quickly consuming the men who had caused him so much pain. Flames engulfed them, but quickly spread to the drug making equipment. Ben made sure that each of his tormentors was utterly aflame before he quietly stepped out of the house and watched it burn. He wasn't sure how he did it, but he made sure that the fire consumed the house utterly. When he heard the sound of his neighbors stirring, coming out to wield their garden hoses to put out the flames and protect their precious if dilapidated homes from the fire, Ben decided he had to leave. On nights after the conflagration, people began reporting that someone, a spirit of fire, began to try to clean up The Rookery. Drug dealers, pimps, gangers of all kinds began to whisper stories about a dark figure who would take vengeance upon anyone caught hassling or harming the regular folk in that quarter. Some of the folks who migrated up from away south say that Shango, the voodoo spirit of fire, has come up the Mississippi. Others, with a more scientific bent, attribute the vigilantism to a new and formerly unknown Prime. Whether Benjamin is a mutant or possessed by a spirit of fire is irrelevant to him. He goes by the name Requiem now, and he intends to see that no one else has to suffer what his family suffered. Motivation: Requiem is driven entirely by vengeance and a desire to ensure the safety of what he has come to see as his people - the citizens of Thebes, most especially those in The Rookery. He has a particular hatred for drug dealers, given his experiences, but does not tend to hold back from dealing harshly with anyone who violates the law, as well as putting a bit of fear into those who stay within the law, but violate his own sense of morality - crooked landlords or usurous loan sharks, for example. He's only just started, so he's still full of energy and zeal for his crusade. Quote: "I surely hope you're right with God, because you're about to join him." Powers/Tactics: Requiem exudes heat at all times. If he's not in a superheated room, the air feels cool to him. He can summon fire from his hands, or anywhere else on his body, to include an aura of flame and heat that surrounds him. Appearance: He's not a big fellow, at 5'8" and 150 pounds. The results of the fire that should have ended his life have left him utterly changed, with skin the color of ash and eyes that show all white. He constantly exudes a certain level of heat - not enough to combust anything, just enough to make people in that already hot part of the world uncomfortable if they're around him for long. He wears a simple red swimsuit as his only garment, as clothes immediately feel close and confining.
  4. Re: Teleporter - Only I'm not sure if this would be useful or not, given your chosen special effect but you could even have some sort of hearing group flash based on a sonic boom triggered by your teleporting away from the target - the idea being that the space you occupy is a vacuum, and the air around it rushes to fill it at supersonic speed.
  5. Re: Catalyst: A Champions campaign on Hero Central And if I do make it into Fedifensor's game, I'd still be happy to submit a character idea for Thebes.
  6. Re: Teleporter - Only Given that you seem to only want to be a teleporter, not an apporter, I think I'd focus on things like: telekinesis, only to the limit of your strength - to represent teleporting right up next to the target, punching him, and then teleporting right back. Some would buy it as stretching, without crossing the intervening distance. teleport, usable on others - with the SFX not being that you apport people, but that you teleport to them, pick them up, teleport them somewhere else, and then teleport right back. Useful for keeping enemy bricks away from your weaker teammates. Or moving your own side's bricks right up next to the enemy mentalist... An entangle with an OIF of objects of availability - that you blink in and out a hundred times a second and essentially pile crap all over the target.
  7. Re: How to build an unusual attack Aha! This is for your Star Frontiers conversion, isn't it?
  8. Re: Useless Hero Facts As a side note, to bring this pointless thread back around to it's pointless original lack of point... *76* levels of Density Increase will make your perfectly normal sized guy weigh ever so slightly more than the entire Earth.
  9. Re: How to build an unusual attack My first instinct is to suggest a small ultra-slotted multipower. Something like: 90 Killer Multipower 9u 6D6 RKA 5u 1D6 RKA, Autofire [6] (+1) PLUS 10 CSLs, only to offset Autofire vs Multiple Target penalties
  10. Re: Useless Hero Facts O. Chem. kicked my booty... it's the reason I gave up Chemical Engineering for Computer Science. O. Chem, at least at Oregon State, was the course that separated the men from the chemists.
  11. Re: Useless Hero Facts I tried to post earlier, but got et by the spam filter Neutronium is the material that neutron stars are made out of, made entirely of neutrons - no electrons or protons - densely packed. So roughly half as dense as a calc book, and a third as dense as fruit cake. News readers possess infinite density.
  12. Re: Useless Hero Facts Actually, I was going with the real scientific definition of neutronium - that is, the substance that Neturon Stars are made of, a material made up entirely of neutrons, no protons, no electrons, just densely packed neutrons. http://everything2.com/index.pl?node_id=1185582
  13. A mere 52 levels of Density Increase will make your density slightly higher than that of neutronium. Why yes, I do have today off, why do you ask?
  14. If you purchase a power with charges, you can get more charges for slightly less limitation (or more advantage) by using clips. The text states that reloading "takes a Full Phase for a character," or perhaps longer if you choose more of a limitation. The typical understanding is that you're using this much like a conventional firearm, ejecting the current magazine and slotting a new one, or dumping the shells from your revolver and putting in six more, or opening the breach on the howitzer, the spent shell comes out and a new shell goes in. What if, on the other hand, the effect you're after is more like the autoloader on a tank's main gun (at least those in many cold war era Soviet tanks), where you don't actually have to *do* anything, and can be occupied at other tasks, like finding the next target, or driving the tank, and the next round is chambered over a short period of time? Ideally, what I'm after is a rocket launcher built into power armor. I want to have about eight rockets in the darned thing, but I want there to be a brief pause, during which the character can do other things, while the next rocket is ratcheted into place. Do I buy that as "8 Charges" and be happy with my -1/2 limitation; as "8 Clips of 1 Charge, 1 Turn Reload time" for the very happy -1 1/2 limitation, or is there a happy medium I'm missing?
  15. Re: Who is your Taskmaster? Receptionist: "Killer Staffing, how may I help you?" Unnamed Villain: "Uhm, I'm going to need some help with an upcoming bank job." R: "Excellent. Will you need thugs, gunmen, or are you expecting supers involvement?" UV: "Gee, I'd not thought it through that far...I'm thinking probably gunmen for this operation." R: "Well, we have a broad selection of skill levels to choose from. I'm looking at a resume right now for a fellow with military experience. He scored strong on our automatic weapons tests, and claims a general knowledge of explosives." UV: "That sounds perfect. How much would I have to pay him?" R: "Oh, you don't pay him, sir. You pay us, and we pay him. His base rate will cost $125 an hour." UV: "That's outrageous!" R: "Sir, you are aware of just how risky this line of work is, aren't you? That includes the man's salary, his health insurance, extensive life insurance through an agency that doesn't pay too close of attention to the cause of death. And, of course, a processing and management fee to Killer Staffing. And taxes, medicare and unemployment insurance. Believe me, neither one of us wants to tangle with the IRS..." UV: "Well..." R: "Sir, need I remind you that you will be robbing a bank? I suspect you'll be able to afford our rates."
  16. Re: Oh She with the Prehensile Hair I don't think I have anything to add to her build...I'm just keen to hear her story!
  17. Re: I need a hero Dude, what's your timeframe on this? I am about halfway done with a light powers energy projector, built on the traditional 350 that could be goosed up some to suit your needs. ETA: I added what I have so far. He's roughly complete at 350 points, a little cliched, but a nice rough start. Sample Quote: "Turn off your flashbars, gentlemen - you won't need them to get my good side!"
  18. Re: teleporter attacking fliers Had to come back to this, because I was just reading through the 5th Ed Revised and found the ruling on what happens when you're falling.
  19. Re: Suicide Girl Make her even more ridiculous, invest a few points in some healing with the regeneration and resurrection options. Then she not only can kill herself more than once, but she'll wake up afterwards ready to do it again. And likely ticked that it didn't stick...again!
  20. Re: Jackson Jillian Distinctive appearance for sure, probably a reputation, social limitation - there's going to be some distinct discrimination going on...
  21. Re: Jackson Jillian Sounds like a special case of identity to me, either public or secret. And maybe something in the way of distinctive features, if it's obvious.
  22. Re: Three Villians, one picture, no ideas.. One Contest... Okay, no stats yet (been busy), but I did come up with some character concepts: -- The man on top is Aleph Null, an intergalactic bounty hunter. From a distance, he looks like an old man, more than a little worse for wear, but up close you begin to see just how much of him has been replaced with cybernetic replacements or upgrades. His eyes glow a faint red, and you know, instinctively, that whatever he’s looking at is a target he’s locked onto. He’s travelled to Earth without a specific plan - but knowing that plenty of fugitives find their way to the relative backwater, hoping to either blend in, or to start fresh as super powered heroes or villains. He keeps his eyes and ears open for word on anyone with powers, hoping that the target will wind up being one of many open bounties that he can take back with him to cash in. He’s looking for one last big score. -- Below him, and to the right is the Reverend Alexander Dimanche, a powerful mage who draws his power from the faith - any of the faiths of the world - so long as it's focussed on him. Most recently, he has been spending his time in Vibora Bay, where he has amassed a small following of people who have been taken in by his enticing blend of Old World Catholicism and West African Voudoun. The Reverend is building his growing criminal organization with a combination of mundane jobs, extortion, drug dealing and the like, with a sideline business in higher-profile crimes that demands his powerful magical abilities and his army of zombie soldiers. -- Sharlene Krandall was never a pretty woman. Her canines were a bit too pronounced, her jaw a little to square, her hormones a little too... masculine. Yet somehow she’d managed to secure a date to the office Halloween party, and had picked up a devil costume, complete with faux-leather tunic and skirt that showed off her thick, muscular and altogether unappealing legs in their red stockings. She showed up just as the party was getting lively, and the minute she arrived, it died. Every eye followed her as she found the guy she’d bullied into inviting her to the party, standing at the punchbowl in his pirate costume, talking to a pretty blonde girl in bunny ears and a fuzzy tail. Her jealousy flared into an uncontrollable rage and something in her psyche snapped. She picked up the punch bowl, punch and all, and clubbed her erstwhile date over the head with it, killing him instantly. And then all hell broke loose. She left that party and the apartment in which it was held, utterly destroyed and partially on fire. And that was merely the first day of her rampage. Since then, she spends most of her waking moments seeking out that which is beautiful or feminine and destroying it, utterly. When she’s not on a tearing rage, she finds places in the city to sleep - under bridges, in alleyways, and in abandoned buildings. During her brief moments of lucidity, she pesters local DJs and radio psychologists by calling and ranting obsessively about the moral bankruptcy of the people and their focus on fleeting beauty. She’s earned something of a cult status because of this, though no one has yet associated the Crazy Radio Lady with the monster that lays waste to florists, lingerie shops and Build-a-Bear’s across the city.
  23. Re: Heavy character with Teleport Glad to see that others see things this way. I was just dealing with a character with six levels of growth and six levels of density increase - at full power he's nearly 410 metric tons. And he has teleport with x4 mass - so if you don't count the extra mass in 100kg increments, he'd be able to transport himself and an additional 1200 metric tons. A little unbalancing, methinks.
  24. Re: Characteristics as Powers that Always Cost END And there you have it, folks. That does exactly what I was looking for, almost as though you'd read what I already have on paper.
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